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> HentaiVerse 0.71, The newest flavor from your local micropatchery

 
post Sep 29 2012, 16:21
Post #41
kjeron



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QUOTE(aiwotorimodose @ Sep 29 2012, 09:09) *

what happen to upgrade spent on PAB bonus gained from potency (weapon) when it got reset ?

Nothing, formula still works.
Stat * (1 + .01 * #upgrades) = 0 * irrelevant = 0
Upgrade does remain if it ever receives the potency again.
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post Sep 29 2012, 16:24
Post #42
noneya



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1000 hath eh.
Definitely not worth it.

As for everything else. No biggie.
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post Sep 29 2012, 16:36
Post #43
Tenboro

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QUOTE(aiwotorimodose @ Sep 29 2012, 16:09) *

what happen to upgrade spent on PAB bonus gained from potency (weapon) when it got reset ?


It goes latent. So you probably don't want to upgrade potency stats if you're ever planning on reseting.
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post Sep 29 2012, 16:39
Post #44
hentai_fusion



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QUOTE(varst @ Sep 29 2012, 18:25) *

But that's still quite dangerous.
-> unlock item to reforge
-> accidentally press 'salvage' instead of 'reforge' after unlocking

'Only locked item can be reforged' plus 'confirmation before reforging' seems to be a much safer option.


you have my vote on this...
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post Sep 29 2012, 16:49
Post #45
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QUOTE(varst @ Sep 29 2012, 14:54) *

The EXP thing isn't that much important.

Frankly, a higher forge level isn't that interesting at all as long you don't have the materials for.

QUOTE(varst @ Sep 29 2012, 14:54) *

And you can see tokens you have at character -> inventory.


Thanks a lot, I didn't know that the tokens are at this position! I have 233.
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post Sep 29 2012, 16:54
Post #46
varst



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QUOTE(moonflow @ Sep 29 2012, 22:49) *

Frankly, a higher forge level isn't that interesting at all as long you don't have the materials for.


Nah, I mean the change. Someone exploited a bug so Tenb multiplied both the forge EXP gain from forging and EXP required to level by 10, which effectively reset most people's forge level. So the tooltips' now adjusted to reflect the correct forge EXP you should get from forging.
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post Sep 29 2012, 17:01
Post #47
Maximum_Joe



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QUOTE(Tiap @ Sep 29 2012, 04:41) *

Wait, wasn't this always the case?

I think he changed the formula from 1% to "assume 1 kill".
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post Sep 29 2012, 17:09
Post #48
Temchy



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QUOTE(Ichy @ Sep 29 2012, 13:58) *

Chaos Token drop rate is now much less depressing. (IMG:[invalid] style_emoticons/default/happy.gif)

I've already had more chaos token drop than healing and blood together. (IMG:[invalid] style_emoticons/default/sad.gif) (both in arena and normal rounds)

Speaking of which, does chaos still have an increased chance, or is it 50/50 now?

Also, this is still "bugged". Nothing to break a sweat over, but perhaps there really might have been some unintended change.

This post has been edited by Temchy: Sep 29 2012, 17:10
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post Sep 29 2012, 17:50
Post #49
grumpymal



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QUOTE(Tenboro @ Sep 29 2012, 05:23) *

- A new forge option, "Reforge", has been added. By spending a number of the newly added Amnesia Shards, you can use this to reset the potency exp and unlocked potentials of an equipment piece.
-- Note that there is a block against reforging locked items - you first have to unlock an item to reforge it.

I'm with varst. The behavior should be changed to only locked items can be reforged with a confirmation window. Switching the logic around should be trivial, right?

QUOTE(Tenboro @ Sep 29 2012, 05:23) *

- Amnesia Shards drop under the same conditions as Voidseeker and Aether shards, that is, only on hard and above.

What, why?

QUOTE(Tenboro @ Sep 29 2012, 05:23) *

- Heartseeker and Arcane Focus no longer increase the corresponding accuracy.

DNIW. Maybe cost or duration should be adjusted to compensate for the loss of an effect?

QUOTE(Tenboro @ Sep 29 2012, 05:23) *

- Overwhelming Strikes now adds 50% counter-parry; that is, you have 50% chance of ignoring a successful enemy parry.

LOL, 1H.

QUOTE(Tenboro @ Sep 29 2012, 05:23) *

- Healing Tokens have been removed from the loot table. However, the chance of a random mob drop being a token was lowered from 1/400 to 1/500. (Arena token chances were unchanged.)
-- And unless you spend them in a reasonable amount of time, they'll randomly be gone forever some day.

There you go, people. Are you happy now?
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post Sep 29 2012, 17:53
Post #50
Pro2Type



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How to make Healing Tokens disappear even faster: Make them shrinable as low-level trophies in addition to their normal function.
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post Sep 29 2012, 18:16
Post #51
海想列車



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QUOTE(Tenboro @ Sep 29 2012, 02:23) *
Healing Tokens have been removed from the loot table.

Biggest surprise.

QUOTE
Heartseeker and Arcane Focus no longer increase the corresponding accuracy.

I'm okay with this, but—

QUOTE(derpymal @ Sep 29 2012, 08:50) *
Maybe cost or duration should be adjusted to compensate for the loss of an effect?

—that'd be nice.
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post Sep 29 2012, 19:01
Post #52
hitokiri84



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Thanks for:
1) Potency reset
2) Tokens of Healing gone
3) Slightly increased chance of Mats for monsters that suck at getting wins.
4) Token Perk

QUOTE
Hath Perk Tokenizer Activated!

Frithrage where?

5) His efforts have been undermined, again.


Disapproval for:
1) No "Seeker/Focus" in Heartseeker/ArcaneFocus, yet still costs the same
2) No ability tree revamp
3) No Monster Lab pt.2
4) No Spelunker change
5) No use for excess ability/aura points (included with tree revamp?)



Also, having the Reforge button require the equip be unlocked and be placed only a few pixels away from the no-confirmation-needed Salvage button? Really? Sounds like you actually want people to accidentally destroy their prized equipment.
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post Sep 29 2012, 19:05
Post #53
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QUOTE(aurabolt @ Sep 29 2012, 18:16) *

—that'd be nice.

Considering you can easily get above 150% accuracy using shards, that would be equal to a slight buff for people that use shards, compared to before. Unless there's some hidden benefit to added accuracy above 150% that I'm not aware of.
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post Sep 29 2012, 19:11
Post #54
hzqr



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QUOTE(hitokiri84 @ Sep 29 2012, 17:01) *
5) His efforts have been undermined, again.

How have they been undermined?
He still has the same number of tokens he had before (probably in the hundreds by now)
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post Sep 29 2012, 19:14
Post #55
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QUOTE(derpymal @ Sep 29 2012, 07:50) *

What, why?

Not everyone wants them.

QUOTE(Tiap @ Sep 29 2012, 09:11) *

How have they been undermined?

Other people can get them more easily.
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post Sep 29 2012, 19:24
Post #56
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Maybe Tenb's effort been undermined.
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post Sep 29 2012, 19:28
Post #57
hzqr



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QUOTE(Maximum_Joe @ Sep 29 2012, 17:14) *
Other people can get them more easily.

Including him
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post Sep 29 2012, 19:33
Post #58
Maximum_Joe



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QUOTE(Tiap @ Sep 29 2012, 09:28) *

Including him

501 is capped.
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post Sep 29 2012, 19:34
Post #59
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inb4 502.
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post Sep 29 2012, 19:35
Post #60
sigo8



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QUOTE(Tiap @ Sep 29 2012, 05:41) *

Wait, wasn't this always the case?

CODE

139            var chance = (lastVisit/60) * (data.numbers[order[i]][0]-data.visits[order[i]][1] + 1) * 2;

If I under stand right you need to make this change to your monster lab script for this update.
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